This is one of those annoying enemies that multiplies when you hit them. Before this was a fly but we recently decided update the visuals since the old were a bit dated and I made 4 different skins for 4 different environments. This creature is fairly small I didn't do anything crazy with the design for the sake of…
Hi @Eric Chadwick I was using Maya to model and Photoshop to texture. I downloaded Unreal Engine 4 (first time) and imported my model but not only did parts of it look extremely dark, Unreal Engine 4 was running pretty sluggish even on low setting on my 10+ year old desktop computer.
Hey Kees! Sorry to bother, but I was checking maya docs and saw that dx11ShaderNode and GLSLShaderNode has the some uniform parameters. One of them is the following. AreaPosition0-3 float3/4 (dx11Shader) vec3/4 (glslShader) Position for the four corners of an area light. Is it possible to query this in shaderFx, maybe…
Having a 42 inch 4K monitor, you can snap 4 windows in the 4 corners easily, making it exactly like having FOUR 1080p monitors side by side..and without any bezels. So there's definitely an advantage there, but I'm not sure which config is best..one large one and two smaller on each side? :D
Looks good. Maybe a bit low poly. And it looks a bit too clean. You could also redo the specular map. Here is a good tutorial: [ame=" https://www.youtube.com/watch?v=m8oC1HsjOgk&list=PL925958D31D8D30C7&index=4&feature=plpp_video"]Weapon creation tutorial - Part 4, final (Texturing) - YouTube[/ame]
Thanks for the feedback guys! I'll try messing with the blood a bit more later. I added some tessellation to the fur, it solved the grazing angles problem quite well. It probably is really expensive to render right now with tessellation, 4 layers of geo and dithered alphas. It kind of lost a bit of the fuzziness though.…
Yeah, the bitdepth is what everyone here loves about it. We do simulation software, and they're really geeked about smoother normal maps, among the rest of the uses. The size can't be beat, either; my 16b 4-channel png is a third the size of my 8b 4-channel tga. That's pretty rad, if nothing else.
Haha im sorry that my post came a cross a little harsh. I think its fantastic work for 3 people. And while doing jobs on the side. On the other hand, this is what me and 4 others(classmates) made in 4 weeks. [ame=" https://www.youtube.com/watch?v=nUyURm-vVzg"]Geo trailer - YouTube[/ame]
my sleep pattern has been fucked up as of late Wake up at 6:30 for work Nap right after work at 4:30 wake at 7 for dinner sleep at 2:30ish then up again at 6:30 then today after work i slept from 4:30 till 10 pm
well, the easy eye-balling way is to throw a checker pattern on it and scale the UVs until the pattern is the same on everything. or if you modeled it to scale and your shooting for a 4 pixels per max unit scale (is that what Unreal 3 and the likes use now?) > box map it at 1/4 your texture size (then lay out the uvs)